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Messages - Soadreqm

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271
Curses / Re: LCS 4.07.0 Download (Sneak Attacks, April 2013)
« on: May 09, 2013, 02:59:39 pm »
Yes, overhauling how crimes are tracked isn't terribly glamorous, and is fairly complicated, so it's the type of thing that I'm less likely to work on in favor of other shiny features. Making stealth kills not show up as crimes (or give you heat) is a one line change, however, so I'll do that now and it will show up next release.

Edit: I'll take the assault charge off of successful sneak attacks as well, since it'd be weird to have one and not the other.

After stabbing some people myself, I'd suggest putting the murder charges back. Right now, it basically feels like cheating. :| Despite the LCS taking the credit, no one manages to pin the murders on my stabber. Evading the police with a one-man squad is easy, anyway. Especially a stealthy one-man squad. Even if the cops raid you, you can just sneak past them and slip away.

272
Curses / Re: LCS 4.07.0 Download (Sneak Attacks, April 2013)
« on: May 09, 2013, 12:57:32 pm »
Also the bug with enlightened who can recruit is visual. It says 0/0 recruits instead of can't recruit, but it stays 0/0 even with 600 juice.

In my experience, conservatives you brainwash fast enough that nobody notices the kidnapping say "Enlightened can't recruit", and the ones that are wanted for rehabilitation say 0/0.

273
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: May 09, 2013, 12:48:58 pm »
That doesn't make any sense. The Psi Armor is the event trigger.

What, really? I always thought it was just a Will limit, and the Psi Armour was helpful because it increased Will. It's certainly not the ONLY event trigger. I've activated the Gollop chamber with just a high-level psyker with natural 100 Will, without the armour.

274
DF Suggestions / Re: Scrapping leather/cloth/silk
« on: May 09, 2013, 06:48:39 am »
Cloth scraps have been historically used to make paper, so there's that too.

275
Curses / Re: Hospital bills
« on: May 08, 2013, 05:19:17 pm »
It isn't supposed to be utopian, it's supposed to be Elite Liberal. The game is viewed through the delusional lens of the the LCS, making the proper flavor "surface utopian, but actually not".

I disagree with that. The central idea of the game is that kidnapping and brainwashing innocent people, robbing banks and engaging in shootouts with the police can make the country more liberal. To me, that implies that the world in general works like the Symbionese Liberation Army thought it worked. You know, believing that terrorist tactics are sure to swing the public opinion in their favour, and that the ends justify the means and so on. I think L+ society is the best society possible because the LCS believes it will be, and in this game, the LCS is right.

276
Curses / Re: Hospital bills
« on: May 08, 2013, 02:31:46 pm »
No way. This is one of many things that need to be included to keep the difficulty of LCS constant.

I don't think it affects difficulty that much. In L+ society, you generally aren't getting injured that much. There's less fighting going on, and your squads usually have fairly good skills and armour at that point. The difficulty curve has always been wonky, and you'll some drastic changes to fix it. If fixing it is even necessary, that is. Personally, I think L+ society should be utopian, even if it makes the game easier. Flavour over balance.

277
Curses / Re: Hospital bills
« on: May 08, 2013, 01:32:46 pm »
I think Liberal medicine should be objectively better than Conservative medicine, to keep with the spirit of the game. Buff the Nationalized Hospital. Other than that, I like it. :)

278
DF Suggestions / Re: Armor styles and variants.
« on: May 05, 2013, 03:07:01 pm »
Yeah, random we have already. :/

279
General Discussion / Re: Mathematics Help Thread
« on: May 05, 2013, 03:02:15 pm »
So you get points off for being clever? Way to ruin maths.

What you need to ask yourself is this: Are you trying to get points, or find the correct answer?

Let the grades fall where they will! Do it your way! BE FREE!

280
DF Suggestions / Re: Another take on Magic - Magicmaker style
« on: May 05, 2013, 08:16:15 am »
If a fireball hits you it is hot and made of fire. If a "Kill you with a fire effect" spell hits you, you take X Fire damage and die.

One is balanced simply because the implications of a fireball are handled with realism and not given an arbitrary effect (If you moved your hand through a fire fast enough you could even get away with not getting burned, an actual fireball isn't as powerful as videogames would make you think). While the second is abstracted for simplicity (Fireball does X Damage)

I see. That's not a problem unique to magic, though. In something like Dungeons and Dragons, everything is abstracted like that. A dagger does 1d4 damage. A masterwork dagger does 1d4+1 damage. In the real world, a dagger cuts you. DF is pretty good at this, generally. It's not necessarily the least bit balanced, though, just because it's realistic. Real world has many things that could be loosely categorized as fireballs, and most of those are pretty nasty. Something basic like a Molotov cocktail, for instance, has no blast radius to speak of, but keeps burning for a while after exploding, and produces toxic gases that become a problem if you use them in confines spaces. Back in World War II, they could take out tanks if you hit the cooling grills so the burning fluids could seep inside. Then you have napalm, white phosphorus, high explosives and ultimately nuclear weapons.

I would certainly prefer magic fireballs that make some kind of sense over the D&D fireballs, but making sense does not mean that they're not overpowered.

It is simple, if you want to put limitations on magic it should be because you want to present magic a certain way. Magic itself can be adjusted to balance itself. If you already have limitations that stem naturally from the way magic is used in the setting then that limitation can also be adjusted and compared.

I mean you are aware you are doing it too right "Just live with horribly unbalanced magic?" may I add, why is it unbalanced? Why does it have to be unbalanced? Why is it that the only way to balance this magic is to add artificial unrelated effects that ape logic without actually being logical?

In this instance, the magic is unbalanced because I am talking of a hypothetical scenario in which the magic is unbalanced. That's really the only interesting one, in my opinion. If magic is balanced already, it isn't really necessary to do anything to it. :)

What do you mean by adjusting "magic itself"? What else would you adjust? Changing the world to fit your magic system, making swords and bows arbitrarily more or less powerful to scale with fireballs, sounds like a really ass-backwards way of doing things, and I haven't really seen anyone suggesting that.

When someone suggested a while back that mages not be able to use weapons or wear armor because he wanted wizards to be the wizards in his stories I rejected it on the grounds of being artificial and that its idea couldn't be supported by its internal logic (as well I stated that this is based upon wizards in fiction who tend not to use armor and weapons either because they are noncombatants, they don't need it, or it isn't useful). That if he wanted to suggest such a system that it needed to stem naturally from the simulation or rather from what magic essentially was.

Yeah, that sounds pretty silly. I didn't know that someone was saying that. Must have missed it.

And by 'Unbalanced magic that must be balanced" I mean I am against the idea that ALL magic is unbalanced magic that must be balanced through extra systems. My belief is that magic can be balanced internally within itself and thus the scope of discussion must include how magic itself is balanced rather then how affecting those who practitioners magic balances it. Thus conversations can escape "How can we stop wizards from being good at magic and combat so they aren't unstoppable" and actually present the idea of "How much should a spell change the tide of combat? How does this affect the narrative and simulation?"

Are people even saying that, though? I don't know if you're referring to some specific post here, but my posistion is that tossing D&D fireballs would just be boring. Been there, seen that, got the burns. Magic should be SPECIAL because SPECIAL magic is more interesting. Thus, beating up dragons, performing obscure rituals, invoking evil death gods, magic not being too flashy, aura of mystery surrounding everything.

I do like the idea of magic in dwarf fortress, but with the amount of detail the game goes into with other things, magic in my opinion is just to big to be implemented in such a style that it fits in with the game. There would have to be loads of different skills for each type of magic and I think time developing the game should be spent on improving implemented stuff, bug-fixing and implementing already planned things. Not that I'm saying that nothing new should ever be planned or added, just that I think magic is too big and time consuming to be put in anytime soon or even in a long time.

Haha! Yeah. Magic is definitely in the "eventually" column of development. Back in the old dev pages, it was listed as a post-Version One goal, along with things like a proper graphical UI meaning that Toady would get right on to it as soon as the game was otherwise finished. I think it's still fun to argue about it. :)

281
General Discussion / Re: Mathematics Help Thread
« on: May 05, 2013, 03:59:11 am »
Problem: Find the sum of all three-digit integers not divisible by 3.
This is the kind of problem that I would solve numerically, by just telling a computer to sum all the integers together. In fact, I just did.
Code: [Select]
#Antti Virkkunen
#2013-05-05
#This is Python by the way
s = 0
i = 0
for i in range(100, 1000):
    if (i%3 != 0):
        s = s+i
print(s)
I got 329400.

282
DF Suggestions / Re: Another take on Magic - Magicmaker style
« on: May 05, 2013, 03:27:53 am »
One is going "Ohh no magic is going to be too powerful! Quick lets balance it!"
and the other is going "Lets make a system of magic that may not be overpowered"
While they are the same on the surface.. One ALREADY has the conclusion of what magic is. While the second actually can adjust magic itself.
But to tell you the difference between the two lets take the spell "Fireball"
The first group will make sure mages can't use armor, cannot run, cannot use other weapons, the fireball may explode in their face, their hearts may give out, or what have you.
While the second can actually work with the fireball itself and make it a "fireball" rather then a "kill you with a fire effect" spell.
The first group never touches magic and only adds onto it in order to balance it because in its mind magic has already been decided. While the second group understands that magic has yet to come about and needs not be balanced in artificial ways and that the "balance of magic" can simply stem out of how magic is handled rather then how magic is limited.

That does sound quite silly, yes, but I don't think that is what is happening in this thread. ._.
Admittedly, I only reread the part I could see in the preview window, so maybe there was a huge argument on the first page about whether wizards can run.

Also, what do you mean when you say "fireball" rather than a "kill you with a fire effect" spell?

No it is that the balance and limitations should come from magic itself and not from artificial limits put onto it from an already imagined existence.
If a wizard cannot wear armor for example, it should stem not from "Magic is too powerful" but because "The way magic exists it wouldn't make sense". If magic is too powerful and there is a need to balance it, just weaken magic. These counter balances can come about but they should be organic to the material and not set against the material to obtain balance.
If this was an ordinary game where the logic of the game didn't matter I'd have no problem (Armor and magic doesn't work in a mindless videogame? Who cares!) but this isn't that kind of game.

Well, in Dungeons and Dragons, mages don't wear armour because it makes them too clumsy to wave their arms about in the correct manner. And I think that one system, I forget where, iron hinders spellcasting for some reason, meaning that you can't cast spells while wearing armour or wielding weapons made of it. Both of those balances exist because magic is too powerful. The developers thought of a counterbalance and then figured out a bullshit explanation for why it must be so. And I really don't see how else it could happen. How could the balance come from the magic itself? I mean sure, if you just go and implement some magic, it MIGHT be balanced from the start, and that would be great. Suppose it isn't, though? I still don't understand what you're suggesting. If you're not allowed to put limitations on magic, then what? Toss everything out? Just live with horribly unbalanced magic? Also, at the same time, you seem to be suggesting that if magic is too powerful, it should be made weaker. I don't get it.


283
DF Suggestions / Re: Another take on Magic - Magicmaker style
« on: May 04, 2013, 06:58:47 pm »
It isn't that they had no explanation but it is that the explanation was less "because magic" and more "because that is just how things work". The picture of the tiger 'was' the tiger.
Okay. Then why did you say that the hunter-gatherers were free of magic mumbo-jumbo? That kind of sounds like magic mumbo-jumbo to me. Saying that a picture of a thing is, in some ways, the same as the real thing sounds hella mystical. And isn't that kind of stuff, things like harming a creature by harming an image of the creature, the exact kind of magic that the anti-flashy school is promoting? If you can curse an enemy by constructing a little doll of him, maybe tying some of his hair on it, and then prodding it with pins, that means you're making a serious effort rather than just spamming spells like some kind of larper. If you add the requirement that the doll be constructed in a particular way, you're also conducting obscure rituals. What kind of magic do you even want?

I think the explanation "because magic" mostly comes up in contexts where the magician knows a trick that anyone could learn and keeps it a secret. You know, like stage magic. This can really extend to any system of magic. Maybe magic is fakey-fake bullshit, and the "wizards" are just working miracles with chemistry and sleight of hand, and pretending to have godlike powers for prestige and money. Maybe anyone can cause fireballs to appear by twiddling their fingers in a particular way, but the only people who know that are the mad cultists of the Esoteric Order of Oglogoth. That's the "accessibility of magic" question again, and really more of an in-world social issue than a function of what is possible.

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Which history is this?
Human history. Where powers were either taught or that everyone learned them. The idea of magic being exclusive was rather uncommon to my recollection.
It was easy to manipulate luck, events, or even people with magic.
Quote
Merlin's dad, for instance
That is fiction that is different.

Ah, I see. I didn't get what you were talking about since I mentally file those under "superstition" rather than "magic". :P I don't think the distinction between outright fiction and "serious" folklore is that important. Geoffrey of Monmouth's audience presumably found it plausible that someone whose dad was a demon would have superpowers. And with medieval Christianity in full swing, they presumably believed in demons. You could make dark pacts with the devil, but that was evil and certainly not something that everyone did. And before the demons and the witches, there were elves and such, who were also magic in a way that normal folk could not imitate. And shamans, who knew things that other people didn't, and could travel to the spirit world to talk to the ancestors or whatever. Those guys were mere humans, but still had a status above other humans, because they had special powers that others didn't. I think the idea of magic being exclusive was pretty damn pervasive.

Quote
What's your definition of magic?
Skill, knowledge, and ability based upon an abstract application of forces or what would be considered so today.

To clarify, I would assume that something like drawing a bowstring, while an application of forces, would be insufficiently abstract to be magic? Dunno, that doesn't sound that different from my definition. It's only magic if you can't see what's going on. Am I completely misreading this?

My argument was against the idea of creating barriers to magic based on chance or on incredibly arduous tasks (beating down a dragon). There are ways to have easy access to magic without having excessive access to magic.

That's more a gameplay question. Beating down dragons is traditionally a sure-fire way to get the best stuff. Anyone can buy a sword, but if you fight a dragon in a game, and find a sword in his stash of dragon loot, you can be pretty damn sure that it's a cooler sword than what you can in the sword shop. Then there are all the suits of armour made of dragon scales and so on. If magic is really powerful, it should be hard to get, because that is how character growth works. You can't just hand the player the best stuff.

DF does many things differently, of course. Instead of any kind of progression, there's just this wide open sandbox, with all the equipment strewn around randomly. I think this is more because it's not done yet than any conscious design choice.

Incidentally, if magic isn't powerful, it might still make sense to force you to beat up dragons to get it. Players are going to value it a lot more if they feel they really worked for it. Like, if the sword you find in the dragon's stash is functionally identical to all other swords but has some cosmetic difference, players are going to treasure it because it reminds them of how they beat that dragon.

Mostly I am trying to argue that magic doesn't need counter balances (Wizards can't use armor, magic must be really rare, magicians can't use weapons, magic has a chance to blow you up) it just needs to come out in a form that works with the game where any counter balances come from just the logic of magic rather then as a way to keep the game balanced.

Basically that instead of trying to balance magic that doesn't exist. We should instead try to introduce balanced magic.

What's the difference? If you're trying to create a balanced something, isn't thinking about which things are too powerful and making up counterbalances exactly what you are doing? ???

And what does "logic of the magic" mean? "Counterbalances" exist by definition to keep the game balanced. What I'm getting from this is that we should just invent a flawless magic system ex nihilo, and if it has any balance problems then we have failed forever, and any attempts to change the system to make it more balanced are ruining some kind of magical vision. What are you really trying to say?

284
DF Suggestions / Re: Child abduction
« on: May 04, 2013, 03:43:49 pm »
Goblin changelings would certainly be interesting. :)
It's still kind of up in the air WHY goblins are abducting children, but I don't think that was any more defined in the original folklore. That's just what they do, I guess. One problem I notice is that DF goblins aren't implied to have any kind of shapechanging ability. Where would they get the dwarf children to leave in your fort? Would they just shuffle the babies around from fortress to fortress like some kind of multinational game of baby roulette? Being completely bonkers would certainly be in character for them.

285
DF Suggestions / Re: Another take on Magic - Magicmaker style
« on: May 04, 2013, 03:33:03 pm »
The very first magic that has ever existed in real life... worked not because of any magic mumbo jumbo, didn't work because of any ritualistic strength, didn't work because of gods or spirits, and didn't work because of any other reason then... That is how the world works. (Why does hitting a picture of a tiger mean that you will hit the tiger? because that picture IS the tiger. It's spirit isn't in the picture, it isn't fate... The tiger is the picture)
I'm not sure what you're saying with this. Are you claiming that early humans, with their cave paintings and little statues of fat women, didn't have any kind of explanation for how their shit worked? I'm no cultural anthropologist, but that seems kind of far-fetched. Where are you getting this? ???

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the easy access to supernatural powers
Ahh now this is the most interesting of the complaints. Since historically supernatural powers wasn't "rare" it was all inclusive. Everyone had access to magic... period.

However what is more important is what created this idea that magic is a rare and unusual gift? Psychic powers! It was the psychic period in modern mythology that gave people the idea that magic must be a rare and difficult to obtain and that all fiction must adhere to that.
Which history is this? Merlin's dad, for instance, was a demon. He was special. Capable of things beyond mortal ken. This was also the operating principle behind the demons themselves. You can't become an incubus. Neither can you become an elf or a djinn or a god of the Greek pantheon. Is there some specific period you're thinking of?

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most of all the fact that there's nothing mystical about it

Mostly because there IS nothing "mystical" about magic. When you say mystical you obviously are referring to Lord of the Rings where magic was hardly ever done.

Mystical in this case is being used in a very cookie cutter fashion. UNLESS it is that type of magic, it isn't magic. Which to say in other words.

Of course there is nothing magical about magic that doesn't fit your definition of what magic is.

Well, my definition of "magic" is basically "something mystical". It's magic if you don't know how it works. :| If the people in the setting think of tossing fireballs and seeing the future the same way they think of archery or painting - skills that anyone can learn with a little effort - then I don't see any reason to call them magic. So, yeah. What's your definition of magic?

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